2020-03-18 00:42:47 +00:00
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#version 460
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#extension GL_EXT_ray_tracing : enable
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2022-05-05 10:56:04 +00:00
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#extension GL_EXT_ray_cull_mask : enable
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2022-06-09 00:29:38 +00:00
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#extension GL_EXT_ray_tracing_position_fetch : enable
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2022-05-05 10:56:04 +00:00
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2020-03-18 00:42:47 +00:00
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layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
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layout(location = 0) rayPayloadEXT vec4 localPayload;
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layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
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void main()
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{
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uvec3 v0 = gl_LaunchIDEXT;
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uvec3 v1 = gl_LaunchSizeEXT;
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int v2 = gl_PrimitiveID;
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int v3 = gl_InstanceID;
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int v4 = gl_InstanceCustomIndexEXT;
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vec3 v5 = gl_WorldRayOriginEXT;
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vec3 v6 = gl_WorldRayDirectionEXT;
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vec3 v7 = gl_ObjectRayOriginEXT;
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vec3 v8 = gl_ObjectRayDirectionEXT;
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float v9 = gl_RayTminEXT;
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float v10 = gl_RayTmaxEXT;
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float v11 = gl_HitTEXT;
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uint v12 = gl_HitKindEXT;
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mat4x3 v13 = gl_ObjectToWorldEXT;
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mat4x3 v14 = gl_WorldToObjectEXT;
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int v15 = gl_GeometryIndexEXT;
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mat3x4 v16 = gl_ObjectToWorld3x4EXT;
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mat3x4 v17 = gl_WorldToObject3x4EXT;
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2022-05-05 10:56:04 +00:00
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uint v18 = gl_CullMaskEXT;
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2022-06-09 00:29:38 +00:00
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vec3 v19 = gl_HitTriangleVertexPositionsEXT[0];
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2020-03-18 00:42:47 +00:00
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traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
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}
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